Emulation [RELEASE] Cemu - Wii U emulator

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JPXZ

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Bayoneta Bugs 1.12.2 and 1.12.2b and 1.12.2c for 1.12.2d:gun::gun::gun::gun::gun::gun::gun::gun:

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:wacko:
 

Fred1976

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guys , another problem . Don't know if its just me .
Tried to connect my real wiimote . I can configure the wiimote without problems , but not the nunchuk . Nunchuk is also enabled .
But nunchuck don't work .
Tried it in Dolphin and there no problem .

I use a dolphin bar .

Must i do somethine else to get i work . I read about Wiimotehook or something . But thats for older versions of cemu?
There is wiimote support now in cemu or am i wrong ?
 
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JPXZ

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guys , another problem . Don't know if its just me .
Tried to connect my real wiimote . I can configure the wiimote without problems , but not the nunchuk . Nunchuk is also enabled .
But nunchuck don't work .
Tried it in Dolphin and there no problem .

I use a dolphin bar .

Must i do somethine else to get i work . I read about Wiimotehook or something . But thats for older versions of cemu?
There is wiimote support now in cemu or am i wrong ?

EXZAP and PETGOVR already know of what happened with regard to ah this just need to launch Cemu update with these corrections also remembering that ah problems multi-core function use 100% CPU and GPU and even more Zelda Botw hangs on certain parts simple CEMU freezes and closes alone and even more Kirby does not work anymore and among several other Wiiu titles take too long now to load in Cemu 1.12.2
 

JPXZ

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guys , another problem . Don't know if its just me .
Tried to connect my real wiimote . I can configure the wiimote without problems , but not the nunchuk . Nunchuk is also enabled .
But nunchuck don't work .
Tried it in Dolphin and there no problem .

I use a dolphin bar .

Must i do somethine else to get i work . I read about Wiimotehook or something . But thats for older versions of cemu?
There is wiimote support now in cemu or am i wrong ?

EXZAP and PETGOVR already know of what happened with regard to ah this just need to launch Cemu update with these corrections also remembering that ah problems multi-core function use 100% CPU and GPU and even more Zelda Botw hangs on certain parts simple CEMU freezes and closes alone and even more Kirby does not work anymore and among several other Wiiu titles take too long now to load in Cemu 1.12.2

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Highlighting Cemu now takes a month to appear some updates rsrsr

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Will we see improvements in delivery of Updates type 2 once per weeks or less than a month?

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:gun::gun::gun::gun::gun::gun:
 

JPXZ

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Cemu 1.12.2D Publication Version
# Cemu detailed changelog for 1.12.2c
# Patreon release date: 2018-06-17
# Public release date: 2018-06-24
# New in 1.12.2d:
GX2: Fixed a rare texture bug caused by one of the new optimizations in 1.12.2
# New in 1.12.2c:
CPU/JIT: Fixed crash that could occur when recompiling functions with a very large amount of branches
# New in 1.12.2b:
h264: Fixed bug which lead to video playback causing softlocks or crashes
# New in 1.12.2:
general: Added UI localization
This feature is experimental and the default language is still English.
Currently provided are Spanish, Russian and German translations
CPU/JIT: Optimized code translation. Up to four times faster while still generating code of the same quality compared to previous release
This should help in situations where large amounts of game code is executed for the first time. E.g. booting a game or the first loading screen
CPU/JIT: Small improvements to generated code:
Use x64 near JMPs where possible
Optimized code for LWZX instruction
input: Fixed wiimote button 1 and 2 being swapped
NEX: Fixed a bug that could cause permanent 100% CPU usage on one core
GX2: Optimized draw calls by avoiding unnecessary render state checks
GX2: Fixed support for R8_UNORM textures
GX2: Added support for gl_FrontFacing in GPU7 shaders
http://cemu.info/patreon/changelog/cemu_1_12_2.txt
http://cemu.info/releases/cemu_1.12.2.zip
https://files.sshnuke.net/cemuhook_1121_0565.zip
https://github.com/slashiee/cemu_graphic_packs/releases
https://www.reddit.com/r/CEMUcaches/

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CustomEyeBrows

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Captain Toad Treasure Tracker on Nvidia seems to still suffer from incorrect color output. The brightness or gamma seems to be displaying incorrecting, as in, is too low. Same as last Cemu version.

Theres no mention of this issue on the wiki: http://compat.cemu.info/wiki/Captain_Toad:_Treasure_Tracker

Not my video, but this is the issue im having since the last two builds including the lastest:
 
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JPXZ

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# Cemu detailed changelog for 1.13.0

# Patreon release date: 2018-07-29

# Public release date: 2018-08-05

# New in 1.13.0b:

general: Fixed hex constants in new graphic packs

padscore: Fixed trigger and release values for emulated wiimote controllers

# New in 1.13.0:

general: Added support for launching .elf executables (homebrew)
general: Overhauled graphic packs system and interface
- Added the ability to store multiple presets in one graphic pack (e.g. multiple resolutions in a single resolution graphic pack)
The used preset can be selected in the interface. Only one preset can be active at a time per graphic pack
- Replaced the graphic pack list with a tree view to allow hierachical structuring
- Added description and path field
- Added a button to reload custom shaders while a game is running (mainly intended for graphic pack development)
- Existing graphic packs for Cemu 1.12.2 and earlier remain compatible

general: Added a new general settings window and moved most options there
general: Added discord rich presence support

input: Cemu should no longer detect some keyboard special keys as permanently pressed

audio: The audio output device can now be selected and changed in the audio settings

padscore: Fixed a bug where some controllers where read as wiimote input instead of their proper format (Applies only to Pro or classic controller)
padscore: Fixed default values for WPADGetDataFormat to match the configured controller
http://cemu.info/patreon/changelog/cemu_1_13_0.txt

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Next Cemu 1.14.0
 

JPXZ

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About the changes in 1.14.0 (the technical aspect): Wii U's GPU doesn't actually support specifying a precise resolution for render targets. It's always rounded to at least the next multiple of 8 for both width and height. With additional constraints where it sometimes can be rounded up even further. Games have to use the scissor box or viewport feature to make sure they stay within the resolution that they actually want to use. Until 1.13.0 we ignored all of that and just passed the render target resolution directly. It was a hack that worked surprisingly well. With 1.14.0 in an attempt to rewrite everything for accuracy, we now emulate it with the rounded resolution. However, this leads to scenarios where the render target is created with a different resolution than when it is read as a texture. For example, 1920 x 1080 can get rounded to 1920 x 1088 when rendering to it, but when it is bound as a texture it will be used with the actual resolution of 1920 x 1080 Since the resolution is a fixed part of OpenGL texture objects, we can't respecify the width and height on the fly like the games on Wii U do. Instead, we create a new texture for every accessed resolution. Cemu then trys to keep the data in sync between the textures (usually using glCopyTexSubImage, which shows up in Nsight but not GPUPerfStudio)


It's probably easier to understand with an example. Imagine we had a game where we wanted to upscale a 1080p texture to 4K (3840 x 2160). First you figure out the render resolution of 1080p. As I mentioned above it's 1920 x 1088 which should also be easy to find with Nsight. You also know the texture will be accessed as 1920 x 1080 In 1.14.0 you have to create two texture rules: One rule to rescale 1920 x 1080 to 3840 x 2160 (same as in 1.13.0 and earlier) And another rule to rescale 1920 x 1088 to 3840 x 2176. It's very important that the ratio remains intact (1080:1088 and 2160:2176 have same ratio) Essentially that should be enough to make it work on 1.14.0 I'll probably add some logging to Cemu that you can enable and that will tell you if it detects any errors (like mismatching ratios).
 

JPXZ

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# New in 1.13.0d:

general: Fixed language selection in general settings
general: Added support for arithmetic expressions in presets and texture rules
Fixed multiple graphic pack errors with the new version
 

AndreaB

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This topic is not active as much as before.
For people that wants to read random cemu news and do not want to engage in other forums, is perfectly fine.
 

JPXZ

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# New in 1.13.0e:

general: Fixed multiple smaller issues with the new graphic pack window (like description and name size)
general: Graphic packs improvements
- load/unload packs, which only contain shaders and no texture rules, while a game is active
- added int/double type support for preset variables $var:type, which is used in shader replacement

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http://cemu.info/changelog/cemu_1_13_0.txt

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https://github.com/slashiee/gfx_pack/releases
 

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